package name change

This commit is contained in:
Nick Fisher
2021-11-06 12:38:56 +08:00
parent 4a87ccd143
commit 51ba4b2377
29 changed files with 252 additions and 57 deletions

131
scratch/material.cpp Normal file
View File

@@ -0,0 +1,131 @@
//VertexBuffer* vBuf = VertexBuffer::Builder()
// .vertexCount(numVertices)
// .bufferCount(numPrimitives)
// .attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT4, 0)
// .build(*engine);
//numIndices = maxIndex+1; */
//numIndices = prim.indices->count;
/*indicesBuffer = (uint32_t*)malloc(sizeof(unsigned int) * prim.indices->count);
//materialInstance->setParameter("vertexIndices", indicesBuffer, numIndices);
//.require(VertexAttribute::UV0)
//.require(MaterialBuilder.VertexAttribute.CUSTOM0)
//MaterialBuilder::init();
//MaterialBuilder builder = MaterialBuilder()
// .name("DefaultMaterial")
// .platform(MaterialBuilder::Platform::MOBILE)
// .targetApi(MaterialBuilder::TargetApi::ALL)
// .optimization(MaterialBuilderBase::Optimization::NONE)
// .shading(MaterialBuilder::Shading::LIT)
// .parameter(MaterialBuilder::UniformType::FLOAT3, "baseColor")
// .parameter(MaterialBuilder::UniformType::INT3, "dimensions")
// .parameter(MaterialBuilder::UniformType::FLOAT, numTargets, MaterialBuilder::ParameterPrecision::DEFAULT, "morphTargetWeights")
// .parameter(MaterialBuilder::SamplerType::SAMPLER_2D_ARRAY, MaterialBuilder::SamplerFormat::FLOAT, MaterialBuilder::ParameterPrecision::DEFAULT, "morphTargets")
// .vertexDomain(VertexDomain::WORLD)
// .material(R"SHADER(void material(inout MaterialInputs material) {
// prepareMaterial(material);
// material.baseColor.rgb = materialParams.baseColor;
// })SHADER")
// .materialVertex(R"SHADER(
// vec3 getMorphTarget(int vertexIndex, int morphTargetIndex) {
// // our texture is laid out as (x,y,z) where y is 1, z is the number of morph targets, and x is the number of vertices * 2 (multiplication accounts for position + normal)
// // UV coordinates are normalized to (-1,1), so we divide the current vertex index by the total number of vertices to find the correct coordinate for this vertex
// vec3 uv = vec3(
// (float(vertexIndex) + 0.5) / float(materialParams.dimensions.x),
// 0.0f,
// //(float(morphTargetIndex) + 0.5f) / float(materialParams.dimensions.z));
// float(morphTargetIndex));
// return texture(materialParams_morphTargets, uv).xyz;
// }
//
// void materialVertex(inout MaterialVertexInputs material) {
// return;
// // for every morph target
// for(int morphTargetIndex = 0; morphTargetIndex < materialParams.dimensions.z; morphTargetIndex++) {
//
// // get the weight to apply
// float weight = materialParams.morphTargetWeights[morphTargetIndex];
//
// // get the ID of this vertex, which will be the x-offset of the position attribute in the texture sampler
// int vertexId = getVertexIndex();
//
// // get the position of the target for this vertex
// vec3 morphTargetPosition = getMorphTarget(vertexId, morphTargetIndex);
// // update the world position of this vertex
// material.worldPosition.xyz += (weight * morphTargetPosition);
//
// // increment the vertexID by half the size of the texture to get the x-offset of the normal (all positions stored in the first half, all normals stored in the second half)
//
// vertexId += (materialParams.dimensions.x / 2);
//
// // get the normal of this target for this vertex
// vec3 morphTargetNormal = getMorphTarget(vertexId, morphTargetIndex);
// material.worldNormal += (weight * morphTargetNormal);
// }
// mat4 transform = getWorldFromModelMatrix();
// material.worldPosition = mulMat4x4Float3(transform, material.worldPosition.xyz);
// })SHADER");
//
//Package pkg = builder.build(mAsset->mEngine->getJobSystem());
//Material* material = Material::Builder().package(pkg.getData(), pkg.getSize())
// .build(*mAsset->mEngine);
//size_t normal_size = sizeof(short4);
//assert(textureWidth * (position_size + normal_size) == textureSize);
//assert(textureWidth * position_size == textureSize);
/*__android_log_print(ANDROID_LOG_INFO, "MyTag", "Expected size %d width at level 0 %d height", Texture::PixelBufferDescriptor::computeDataSize(Texture::Format::RGB,
Texture::Type::FLOAT, 24, 1, 4), texture->getWidth(0),texture->getHeight(0)); */
/* Texture::PixelBufferDescriptor descriptor(
textureBuffer,
textureSize,
Texture::Format::RGB,
Texture::Type::FLOAT,
4, 0,0, 24,
FREE_CALLBACK,
nullptr); */
/*for(int i = 0; i < int(textureSize / sizeof(float)); i++) {
__android_log_print(ANDROID_LOG_INFO, "MyTag", "offset %d %f", i, *(textureBuffer+i));
//}*/
//std::cout << "Checking for " << materialInstanceName << std::endl;
//if(materialInstanceName) {
// for(int i = 0; i < asset->getMaterialInstanceCount(); i++) {
// const char* name = instances[i]->getName();
// std::cout << name << std::endl;
// if(strcmp(name, materialInstanceName) == 0) {
// materialInstance = instances[i];
// break;
// }
// }
//} else {
// materialInstance = instances[0];
//}
//
//if(!materialInstance) {
// exit(-1);
//}
// std::cout << std::endl;
/* for (int i = 0; i < 4; i++) {
morphHelperPrim.positions[i] = gltfioPrim.morphPositions[i];
morphHelperPrim.tangents[i] = gltfioPrim.morphTangents[i];
} */
// applyTextures(materialInstance);
/* const Entity* entities = mAsset->getEntities();
for(int i=0; i < mAsset->getEntityCount();i++) {
std::cout << mAsset->getName(entities[i]);
} */
// Entity entity = mAsset->getFirstEntityByName(entityName);
// RenderableManager::Instance rInst = mAsset->mEngine->getRenderableManager().getInstance(entity);
// for(int i = 0; i<num_primitives;i++) {
// mAsset->mEngine->getRenderableManager().setMaterialInstanceAt(rInst, i, materialInstance);
// }